Ghostbusters

aka: Car Wars, Cazafantasmas, S.O.S. Fantômes
Moby ID: 2619
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Description official descriptions

Based on the 1984 film of the same name, the Ghostbusters are the ones to call to "bust" any ghost hauntings. They do this through the use of nuclear-accelerated "proton packs" and "ghost traps", whereby the ghosts can be captured and transferred to a secure storage facility at their Headquarters. However New York City has suddenly become a very haunted place, and the number of ghosts has suddenly and dramatically increased. The Ghostbusters must reduce the paranormal psychokinetic energy, the "PK level" in the city, which represents ghost power, before the Temple of Zuul awakens and resurrects an evil goddess called Gozer.

Ghostbusters is an action game that features an overhead-view and a side-view. From Ghostbusters HQ, the player must monitor a map of midtown Manhattan for "ghost alarms", as well as for casual, roaming spirits, and plot a route to the alarmed area. Once the route is plotted, the player then controls the purchased Ghostmobile as it drives through traffic. Here, the player is able to capture casual ghosts on the way if they are en route. When the haunted location is reached, the game switches to a side-view. Two of the Ghostbusters will take position, activate their proton beams, and toss a trap to the ground. The player must then use the two Ghostbusters to attempt to lead the ghost(s) over the placed trap. Once activated, the trap springs to capture any ghosts directly above it. A successful capture will earn the player money, which can then be used to purchase new Ghostbusters vehicles and new modifications for it. An unsuccessful capture will see the ghost fly away (after nastily sliming one of the Ghostbusters).

As the game progresses, the PK energy in the city increases. The Ghostbusters must keep it under critical levels by being constantly successful at busting ghosts. Eventually the Temple of Zuul will activate, and if the PK levels are still manageable, the Ghostbusters can venture there for a final showdown with Gozer.

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Screenshots

Promos

Credits (Commodore 64 version)

Design
Additional Programming
Graphics Design

Reviews

Critics

Average score: 58% (based on 38 ratings)

Players

Average score: 3.3 out of 5 (based on 213 ratings with 8 reviews)

Who ya gonna call?

The Good
This game was pretty fun in its day, you can even sing along with the Ghostbusters theme song on the title screen (a nice little word prompter ball :) Basically you drive from house to house ridding the city of ghosts. You have to maneuver the two ghostbuster's energy streams around the ghosts then set off the trap to catch em'. Oh yeah, while you're driving to each location, if a vacuum cleaner is purchased and installed on your car, you can suck ghosts up off the road. I never did beat this game but I think you fight the marshmallow man later. I think its in one of the screenshots.

The Bad
Ahhh, its a game for C-64, why complain about it? It was an all-around pretty fun game for its day.

The Bottom Line
A good game thats worth a play.

Commodore 64 · by OlSkool_Gamer (88) · 2005

suprisingly fun

The Good
If this is the one I'm thinking of, it was sort of a cult classic back in it's day; one of the well-known designer David Crane's works, it was a short, although addictive, arcade game. There was a PC junior version, though I don't think it worked on the regular PC systems of the times.

The Bad
It's been a long time, but I'll try...It was pretty short, though this was back in the 2600 days, so games were either really short, or unbelievably repetitive.

The Bottom Line
Fun.

PC Booter · by Andrew Carter (12) · 2001

Some Games You Just Have A Soft Spot For.

The Good
When "Ghostbusters" came out in 1984, it became (and remains) one of my favorite movies. When it was announced that David Crane, the maker of "Pitfall" was making a computer game version, there was an overwhelming need to own this game.

The premise is unique. The bank gives you the funds needed to open your own Ghostbusters franchise. You choose the car, the equipment, and have to patrol the city in order to keep it ghost-free and enough money in your account. As things get closer to a meltdown in New York, players have to attend to multiple hauntings all over the city as well as frequent visits by the Stay-Puft Marshmallow Man, and the looming threat of the Gatekeeper and Keymaster. It retained all of the main elements of what made the movie so popular, right down to the theme song and crossing the streams. Though sparse by today's standards, the graphics were recognizable, and had some fun animations to them.

The Bad
The main thing that remained tedious about gameplay was the car scenes. They were long and offered very little to do, unless you bought the Ghost Catcher for your car. The early versions of this title haven't aged as well, certainly not in comparison to the superior Sega Master System version, which allowed more diversity in driving, a stair climbing scene, more items, and a showdown with Zuul. But the SMS version had the advantage of being a port of a game that was 3-4 years old at that point, hence the improvements.

There's really no ending for the Apple version. A quick door closing scene, and a wordy "You Win" message. Also laying Ghost Bait to stop Stay-Puft seemed rather hit or miss at times as to whether it would work or not.

The Bottom Line
All things aside, this was one of the much-anticipated games for my Apple IIc, and the business-minded approach to the game was definitely novel, with some elements of strategy used to catch the ghosts. Of all the Ghostbuster games available, this is still the most fun of the lot, and I wish some version of it would resurface for the current generation of consoles.

For a time when movie-based games had very little to do with their subject matter, "Ghostbusters" made a genuine and competent attempt to bring the fun and cleverness of the film home.

It may not have gameplay that's fully stood the test of time, but it still provides some enjoyable moments.

Apple II · by Guy Chapman (1748) · 2004

[ View all 8 player reviews ]

Trivia

Development

From Brad Fregger, Producer of Ghostbusters:

The game developers at Activision would often take the afternoon off to see a new movie that was exciting to us. One day we all decided to see Ghostbusters on the opening day. After the movie David Crane (Pitfall and Pitfall II) announced that he was going to do the game. As a founder of Activision, he had the power to get the wheels in motion and within a week we we're beginning development.

Crane had already been working on what would become the game, and made a beta version with the driving and franchising elements, but it wasn't until getting the Ghostbusters license that he had a setting for those game elements. The title screen sing-a-long feature of the computer version was not added until the week before the game was finished. In Retro Gamer 25 Crane mentioned that the game was created in six weeks. Normally it wouldn't be possible to create a game in such a short amount of time but Crane had a working engine of a racing game Car Wars. Thanks to the resource allocation segment that was embedded into the game, it was easy to replace guns, missiles and rockets into more Ghostbusters themed armaments. In the same issue of Retro Gamer Crane said that the original version of the game was created in 1984 on C64 and later, in 1985, it was ported to Atari 2600, Amstrad, Spectrum and MSX. SMS version appeared in 1987 and Mega Drive in 1990 however none of the people who were involved in creation of the original were not participating in the works over the last two versions.

License

Like the cartoon based on the movies, Activision was not allowed to use the likeness of the actors that performed in the movie.

Music

The game title music and speech based on the original theme music from the movie written by Ray Parker Jr.

NES version

The NES version of the game differs in a few ways from its computer counterparts. First, the driving sequences feature a "zoomed out" perspective, meaning that the Ghostbusters car is smaller on the screen and that there is more road to manuver over. Also, gone is the ability to purchase different vehicles (which was in all versions of the game). By contrast, there are more items to buy and equip from the shop than other versions. Finally, the NES version features a unique Temple of Zuul sequence at the end of the game where the Ghostbusters must slowly climb the stairwell of the building to the rooftop, avoiding the touch of enemy ghosts that fly around.

Sales

According to the magazine Retro Gamer (issue #1), the game was Mastertronic's #2 best selling game (412.922 copies).

Winston Zeddmore

Interestingly, the game does not portray, or even reference, Winston Zeddmore – Ernie Hudson's character in the film, and the sole black Ghostbuster. He does later appear in the game version of Ghostbusters II.

ZX Spectrum versions

  • Spectrum first version
    • In the rush for a pre-Christmas release, the Spectrum version did not work with the popular Kempston joystick interface. Even worse, the game crashed on selecting this joystick add-on. According to ACE (issue #15), thousands of copies had to be replaced with a working version.
  • 128K version
    • Two years after the 48K release an enhanced version of the game appeared. The only new addition was a funky AY version of Ray Parker Junior's theme song.

Awards

  • Happy Computer
    • Issue 02/1986 - #4 Best Game in 1985 (Readers' Vote)* Zzap!
    • Issue 01/1985 - #6 It's the Zzap! 64 Top 64!

Information also contributed by BurningStickMan, Garcia, Scott Monster and WildKard

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Contributors to this Entry

Game added by Old man gamer.

NES, SEGA Master System added by PCGamer77. ZX Spectrum added by Martin Smith. Atari 8-bit added by Terok Nor. Commodore 64, Atari 2600, Apple II added by Servo. MSX added by Игги Друге. Amstrad CPC added by Katakis | カタキス.

Additional contributors: Brad Fregger, Sciere, Alaka, Martin Smith, François-Patrick Arteau, Macs Black, c64fan, Patrick Bregger, mailmanppa, Lain Crowley, Jo ST, FatherJack, ZeTomes.

Game added November 17, 2000. Last modified May 27, 2024.